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* Copyright 2014 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef SkPictureShader_DEFINED
#define SkPictureShader_DEFINED
#include "SkShader.h"
class SkBitmap;
class SkPicture;
* An SkPictureShader can be used to draw SkPicture-based patterns.
* The SkPicture is first rendered into a tile, which is then used to shade the area according
* to specified tiling rules.
class SkPictureShader : public SkShader {
static SkPictureShader* Create(const SkPicture*, TileMode, TileMode, const SkMatrix*,
const SkRect*);
virtual ~SkPictureShader();
virtual size_t contextSize() const SK_OVERRIDE;
bool asNewEffect(GrContext*, const SkPaint&, const SkMatrix*, GrColor*, GrEffect**)
virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE;
SkPictureShader(const SkPicture*, TileMode, TileMode, const SkMatrix*, const SkRect*);
SkShader* refBitmapShader(const SkMatrix&, const SkMatrix* localMatrix) const;
const SkPicture* fPicture;
SkRect fTile;
TileMode fTmx, fTmy;
mutable SkMutex fCachedBitmapShaderMutex;
mutable SkAutoTUnref<SkShader> fCachedBitmapShader;
mutable SkSize fCachedTileScale;
class PictureShaderContext : public SkShader::Context {
static Context* Create(void* storage, const SkPictureShader&, const ContextRec&,
SkShader* bitmapShader);
virtual ~PictureShaderContext();
virtual uint32_t getFlags() const SK_OVERRIDE;
virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE;
virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE;
PictureShaderContext(const SkPictureShader&, const ContextRec&, SkShader* bitmapShader);
SkAutoTUnref<SkShader> fBitmapShader;
SkShader::Context* fBitmapShaderContext;
void* fBitmapShaderContextStorage;
typedef SkShader::Context INHERITED;
typedef SkShader INHERITED;
#endif // SkPictureShader_DEFINED